Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Matthew Sturgeon

dblp:396/3321 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0002-3852-8284ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Wearable and physiological sensing · 23%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
1.012026
Occlusion Effect on Action Space Distance Estimations in Optical See-Through and Video See-Through Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
depth perception
1.012026
Occlusion Effect on Action Space Distance Estimations in Optical See-Through and Video See-Through Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
occlusion
1.012026
Occlusion Effect on Action Space Distance Estimations in Optical See-Through and Video See-Through Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
augmented reality display
0.912025
Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025
Virtual and augmented reality › augmented reality display
optical see-through display
0.912025
Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025
Immersive interaction
depth perception
0.912025
Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025
Wearable and physiological sensing
eye tracking
0.312025
Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality · ISMAR 2025

Methods — techniques the papers use, named apart from their topics

forced-choice experiment · 1.7eye tracking · 1.7verbal estimation · 1.0blind walking · 1.0
YearPublicationVenuePosition
2026 Occlusion Effect on Action Space Distance Estimations in Optical See-Through and Video See-Through Augmented Reality
abstract
With recent advancements in augmented reality (AR) display technologies, various head-mounted AR displays are now on the consumer market (e.g., Microsoft HoloLens 2, Meta Quest 3). However, there is limited knowledge on how these modern displays impact depth perception. Moreover, understanding the significance of occlusion's effects on action-space distance perception in AR is important, particularly for practical applications such as AR-assisted search-and-rescue operations. However, to our knowledge, no prior research has examined how varying occluder surfaces affect action-space distance estimation across head-mounted AR devices (optical see-through (OST) and video see-through (VST)). In this paper, we present the first research to examine how different occluding surfaces affect action-space distance estimation using OST and VST head-mounted AR devices. With 28 participants across two experiments, we examined verbal estimates and blind walking distance estimation methods. Three occluding surfaces: a checkerboard (high-salient), a black surface (low-salient), and a realistic brick wall texture were considered. Five action-space distances, ranging from 1m to 5m, were evaluated using two commercial AR devices: Microsoft HoloLens 2 (OST) and Meta Quest 3 (VST). Our findings suggest that occluders do not impact AR object action-space distance estimations through blind walking and verbal distance estimation tasks with two modern AR devices. Blind walking distance estimations varied between the HoloLens 2 and Meta Quest 3, with the HoloLens 2 (OST) achieving higher accuracy (distance error: 0.4cm to 3m), than the Meta Quest 3 (VST) (distance error: 24cm to 3m), regardless of occlusion. For AR objects placed on or behind an occluder, distance estimations were overestimated with Meta Quest 3, while the HoloLens 2 either achieved close to accurate or underestimated of depth perception via blind walking.
Dakota Kenoyer-Healy, Matthew Sturgeon, Mohammed Safayet Arefin
IEEE Trans. Vis. Comput. Graph.2
2025 Examining Eye Vergence During Perceived Depth Changes with Eye Tracking System in Optical See-Through Augmented Reality
abstract
A primary objective of optical see-through (OST) Augmented Reality (AR) systems is to enable users to perceive the depth of AR objects with the same accuracy as they perceive the depth of realworld objects. Previous studies have shown that individuals often make depth judgments that either underestimate or overestimate the depth of AR objects compared to real-world objects. Recently, OST AR devices have incorporated eye-tracking technology, offering the opportunity to objectively measure and investigate the depth-dependent components of the human visual system (e.g., eye vergence angle) while perceiving the depth of real and AR objects. This paper measures and examines the eye vergence angle (EVA) for both real and AR objects at four different depths (0.35 m, 0.75 m, 1.5 m, and 4.0 m) using integrated eye-tracking systems of the two commercial devices: Microsoft HoloLens 2 and Magic Leap 2. The experiment considered a four-alternative forced-choice visual discrimination task with a repeated-measures design, involving 24 participants. Our findings showed that subjective (verbal estimation) and objective (EVA) measures of depth perception were consistent with the depth of both real and AR objects in both OST AR devices. The results demonstrated individual differences in EVA for each device across various depths. No difference in EVA was identified between real and AR objects. Additionally, the EVA range differs between the OST AR devices for each depth. These findings indicate that objective EVA measurements can not be generalized across different OST AR devices and individuals.
Matthew Sturgeon, Dakota Kenoyer-Healy, Russell A. Cohen Hoffing, Steven M. Thurman, Mohammed Safayet Arefin
ISMAR1